/**
 *                            License
 * THE WORK (AS DEFINED BELOW) IS PROVIDED UNDER THE TERMS OF THIS  
 * CREATIVE COMMONS PUBLIC LICENSE ("CCPL" OR "LICENSE"). 
 * THE WORK IS PROTECTED BY COPYRIGHT AND/OR OTHER APPLICABLE LAW.  
 * ANY USE OF THE WORK OTHER THAN AS AUTHORIZED UNDER THIS LICENSE OR  
 * COPYRIGHT LAW IS PROHIBITED.
 * 
 * BY EXERCISING ANY RIGHTS TO THE WORK PROVIDED HERE, YOU ACCEPT AND  
 * AGREE TO BE BOUND BY THE TERMS OF THIS LICENSE. TO THE EXTENT THIS LICENSE  
 * MAY BE CONSIDERED TO BE A CONTRACT,
 * THE LICENSOR GRANTS YOU THE RIGHTS CONTAINED 
 * HERE IN CONSIDERATION OF YOUR ACCEPTANCE OF SUCH TERMS AND CONDITIONS.
 * 
 */
package com.lineage.server.templates;

/**
 * Class <code>L1Armor</code> 数据库模版:防具.
 * 
 * @author jrwz
 * @version 2012-6-16上午03:57:00
 * @see com.lineage.server.templates
 * @since JDK1.7
 */
public final class L1Armor extends L1Item {

    /** 序列版本UID. */
    private static final long serialVersionUID = 1L;

    /** 物理防御. */
    private int ac = 0;

    /** 伤害减免. */
    private int damageReduction = 0;

    /** 负重轻减. */
    private int weightReduction = 0;

    /** 装备的命中率修正. */
    private int hitModifierByArmor = 0;

    /** 装备的伤害修正. */
    private int dmgModifierByArmor = 0;

    /** 弓类装备的命中率修正. */
    private int bowHitModifierByArmor = 0;

    /** 弓类装备的伤害修正. */
    private int bowDmgModifierByArmor = 0;

    /** 水属性防御. */
    private int defenseWater = 0;

    /** 风属性防御. */
    private int defenseWind = 0;

    /** 火属性防御. */
    private int defenseFire = 0;

    /** 地属性防御. */
    private int defenseEarth = 0;

    /** 昏迷耐性. */
    private int registStun = 0;

    /** 石化耐性. */
    private int registStone = 0;

    /** 睡眠耐性. */
    private int registSleep = 0;

    /** 寒冰耐性. */
    private int registFreeze = 0;

    /** 支撑耐性. */
    private int registSustain = 0;

    /** 暗闇耐性. */
    private int registBlind = 0;

    /** 饰品级别. */
    private int grade = 0;

    /** 经验值加成. */
    private double expBonus = 0;

    /** 幸运值. */
    private int luck = 0;
    /** 变身编号. */
    private int polyId = 0;

    /** 获得特定道具. */
    private int obtainProps = 0;

    /** 获得特定道具的时间(单位:秒). */
    private int obtainPropsTime;

    /** 动画效果. */
    private int gfxEffect;

    /** 动画效果时间(单位:秒). */
    private int gfxEffectTime;

    /** 数据库模版:防具. */
    public L1Armor() {
    }

    @Override
    public int getAc() {
        return this.ac;
    }

    @Override
    public int getBowDmgModifierByArmor() {
        return this.bowDmgModifierByArmor;
    }

    @Override
    public int getBowHitModifierByArmor() {
        return this.bowHitModifierByArmor;
    }

    @Override
    public int getDamageReduction() {
        return this.damageReduction;
    }

    @Override
    public int getDefenseEarth() {
        return this.defenseEarth;
    }

    @Override
    public int getDefenseFire() {
        return this.defenseFire;
    }

    @Override
    public int getDefenseWater() {
        return this.defenseWater;
    }

    @Override
    public int getDefenseWind() {
        return this.defenseWind;
    }

    @Override
    public int getDmgModifierByArmor() {
        return this.dmgModifierByArmor;
    }

    /**
     * 取得经验值加成.
     * 
     * @return the expBonus
     */
    @Override
    public double getExpBonus() {
        return this.expBonus;
    }

    /**
     * 取得动画效果.
     * 
     * @return 效果编号
     */
    @Override
    public int getGfxEffect() {
        return this.gfxEffect;
    }

    /**
     * 取得动画效果时间(单位:秒).
     * 
     * @return 时间
     */
    @Override
    public int getGfxEffectTime() {
        return this.gfxEffectTime;
    }

    @Override
    public int getGrade() {
        return this.grade;
    }

    @Override
    public int getHitModifierByArmor() {
        return this.hitModifierByArmor;
    }

    /**
     * 取得幸运值.
     * 
     * @return the luck
     */
    @Override
    public int getLuck() {
        return this.luck;
    }

    /**
     * 取得获得的道具.
     * 
     * @return 道具编号
     */
    @Override
    public int getObtainProps() {
        return this.obtainProps;
    }

    /**
     * 取得获得特定道具的时间(单位:秒).
     * 
     * @return 时间
     */
    @Override
    public int getObtainPropsTime() {
        return this.obtainPropsTime;
    }

    /**
     * 取得变身编号.
     * 
     * @return the polyId
     */
    @Override
    public int getPolyId() {
        return this.polyId;
    }

    @Override
    public int getRegistBlind() {
        return this.registBlind;
    }

    @Override
    public int getRegistFreeze() {
        return this.registFreeze;
    }

    @Override
    public int getRegistSleep() {
        return this.registSleep;
    }

    @Override
    public int getRegistStone() {
        return this.registStone;
    }

    @Override
    public int getRegistStun() {
        return this.registStun;
    }

    @Override
    public int getRegistSustain() {
        return this.registSustain;
    }

    @Override
    public int getWeightReduction() {
        return this.weightReduction;
    }

    /**
     * 设置物理防御.
     * 
     * @param i
     *            要设置的值
     */
    public void setAc(final int i) {
        this.ac = i;
    }

    /**
     * 设置弓类装备的伤害修正.
     * 
     * @param i
     *            要设置的值
     */
    public void setBowDmgModifierByArmor(final int i) {
        this.bowDmgModifierByArmor = i;
    }

    /**
     * 设置弓类装备的命中率修正.
     * 
     * @param i
     *            要设置的值
     */
    public void setBowHitModifierByArmor(final int i) {
        this.bowHitModifierByArmor = i;
    }

    /**
     * 设置伤害减免.
     * 
     * @param i
     *            要设置的值
     */
    public void setDamageReduction(final int i) {
        this.damageReduction = i;
    }

    /**
     * 设置地属性防御.
     * 
     * @param i
     *            要设置的值
     */
    public void setDefenseEarth(final int i) {
        this.defenseEarth = i;
    }

    /**
     * 设置火属性防御.
     * 
     * @param i
     *            要设置的值
     */
    public void setDefenseFire(final int i) {
        this.defenseFire = i;
    }

    /**
     * 设置水属性防御.
     * 
     * @param i
     *            要设置的值
     */
    public void setDefenseWater(final int i) {
        this.defenseWater = i;
    }

    /**
     * 设置风属性防御.
     * 
     * @param i
     *            要设置的值
     */
    public void setDefenseWind(final int i) {
        this.defenseWind = i;
    }

    /**
     * 设置装备的伤害修正.
     * 
     * @param i
     *            要设置的值
     */
    public void setDmgModifierByArmor(final int i) {
        this.dmgModifierByArmor = i;
    }

    /**
     * 设置经验值加成.
     * 
     * @param i
     *            the expBonus to set
     */
    public void setExpBonus(final double i) {
        this.expBonus = i;
    }

    /**
     * 设置动画效果.
     * 
     * @param i
     *            - 效果编号
     */
    public void setGfxEffect(final int i) {
        this.gfxEffect = i;
    }

    /**
     * 设置动画效果时间(单位:秒).
     * 
     * @param i
     *            - 时间
     */
    public void setGfxEffectTime(final int i) {
        this.gfxEffectTime = i;
    }

    /**
     * 设置饰品级别.
     * 
     * @param i
     *            要设置的值
     */
    public void setGrade(final int i) {
        this.grade = i;
    }

    /**
     * 设置装备的命中率修正.
     * 
     * @param i
     *            要设置的值
     */
    public void setHitModifierByArmor(final int i) {
        this.hitModifierByArmor = i;
    }

    /**
     * 设置幸运值.
     * 
     * @param i
     *            the luck to set
     */
    public void setLuck(final int i) {
        this.luck = i;
    }

    /**
     * 设置获得的道具.
     * 
     * @param i
     *            - 道具编号
     */
    public void setObtainProps(final int i) {
        this.obtainProps = i;
    }

    /**
     * 设置获得特定道具的时间(单位:秒).
     * 
     * @param i
     *            - 时间
     */
    public void setObtainPropsTime(final int i) {
        this.obtainPropsTime = i;
    }

    /**
     * 设置变身编号.
     * 
     * @param i
     *            the polyId to set
     */
    public void setPolyId(final int i) {
        this.polyId = i;
    }

    /**
     * 设置暗闇耐性.
     * 
     * @param i
     *            要设置的值
     */
    public void setRegistBlind(final int i) {
        this.registBlind = i;
    }

    /**
     * 设置寒冰耐性.
     * 
     * @param i
     *            要设置的值
     */
    public void setRegistFreeze(final int i) {
        this.registFreeze = i;
    }

    /**
     * 设置睡眠耐性.
     * 
     * @param i
     *            要设置的值
     */
    public void setRegistSleep(final int i) {
        this.registSleep = i;
    }

    /**
     * 设置石化耐性.
     * 
     * @param i
     *            要设置的值
     */
    public void setRegistStone(final int i) {
        this.registStone = i;
    }

    /**
     * 设置昏迷耐性.
     * 
     * @param i
     *            要设置的值
     */
    public void setRegistStun(final int i) {
        this.registStun = i;
    }

    /**
     * 设置支撑耐性.
     * 
     * @param i
     *            要设置的值
     */
    public void setRegistSustain(final int i) {
        this.registSustain = i;
    }

    /**
     * 设置负重轻减.
     * 
     * @param i
     *            要设置的值
     */
    public void setWeightReduction(final int i) {
        this.weightReduction = i;
    }
}
